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curl --request POST \ | |
--url http://localhost:8082/foo \ | |
--header 'content-type: application/json' \ | |
--data '{ | |
"bar": "FOOBAR" | |
}' |
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import jester, asyncdispatch, os, osproc, strutils, json, threadpool, asyncfile | |
proc respondOnReady(fv: FlowVar[TaintedString], resp: Response) {.async.} = | |
while true: | |
if fv.isReady: | |
echo ^fv | |
var errorsFile = openAsync("tmp/errors.txt", fmReadWrite) | |
var logFile = openAsync("tmp/logfile.txt", fmReadWrite) | |
var errors = await errorsFile.readAll() |
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CL-USER> (load "/Users/zachcarter/Downloads/portacle/test.lisp") | |
<ERROR> [10:44:35] cl-bodge.host system.lisp (initialize-system :after host-system with-truncated-stack-lambda) - | |
Unhandled error: | |
arithmetic error FLOATING-POINT-OVERFLOW signalled | |
[Condition of type FLOATING-POINT-OVERFLOW] | |
#<ENVIRONMENT {100995DAA3}> | |
[Environment of thread #<THREAD "main thread" RUNNING {1003AC6453}>] | |
Available restarts: |
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# grassland area with cliffs, water, and some buildings | |
[Image] | |
img=images/tilesets/tileset_grassland.png | |
[Tiles] | |
# grass tiles (use in a 4x4 repeating grid for best results) | |
tile=16,0,0,64,32,32,16 | |
tile=17,64,0,64,32,32,16 | |
tile=18,128,0,64,32,32,16 | |
tile=19,192,0,64,32,32,16 |
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let animationFrame = getFrame(idleAnimation, zengine.clock.timeElapsed, 0.2) | |
# Draw object with solid color into render target | |
beginDrawing() | |
begin2dMode(camera) | |
clearBackground(TRANSPARENT) | |
beginTextureMode(target) | |
beginShaderMode(solidColorShader) | |
drawTexture(textureAtlas.texture, animationFrame.u, animationFrame.v, animationFrame.u2, animationFrame.v2, Rectangle(x: ((20 - 2) * 32) - 32, y: ((20 + 2) * 16) - 64, width: animationFrame.width, height: animationFrame.height), vec2f(0), 0.0, RED) | |
endShaderMode() |
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More or less you draw the object to the stencil buffer, then you draw the object with the color glow you want into a separate buffer. You then run a Gaussian blur on the separate buffer. Finally you render the blurred buffer onto the screen, restricted by the stencil buffer. | |
render the objects to be outlined so that they set a flag in the stencil buffer, fill the stencilled areas with the outline color in the offscreen buffer, do your blurring and add the results to the screen buffer. | |
1. Render all of your selected units into a render target the size of the screen using a shader just fills the unit with their selection color. This’ll let you do different selection colors for different types of units. | |
2. Render your scene normally into the back buffer. | |
3. Render all of your selected units into the stencil buffer without rendering into the color channels. | |
4. Render your selection image into the stenciled back buffer with a shader that performs a gaussian filter over the image. This’ll get you your blurry sten |
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# Draw object with solid color into render target | |
beginDrawing() | |
begin2dMode(camera) | |
clearBackground(TRANSPARENT) | |
let animationFrame = getFrame(idleAnimation, zengine.clock.timeElapsed, 0.2) | |
beginTextureMode(target) | |
beginShaderMode(solidColorShader) | |
drawTexture(textureAtlas.texture, animationFrame.u, animationFrame.v, animationFrame.u2, animationFrame.v2, Rectangle(x: ((20 - 2) * 32) - 32, y: ((20 + 2) * 16) - 64, width: animationFrame.width, height: animationFrame.height), vec2f(0), 0.0, RED) | |
endShaderMode() | |
endTextureMode() |
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beginDrawing() | |
begin2dMode(camera) | |
clearBackground(TRANSPARENT) | |
let animationFrame = getFrame(idleAnimation, zengine.clock.timeElapsed, 0.2) | |
beginTextureMode(target) # Create render target | |
beginShaderMode(solidColorShader) # Turn on solid color shader | |
# Draw texture to render target | |
drawTexture(textureAtlas.texture, animationFrame.u, animationFrame.v, animationFrame.u2, animationFrame.v2, Rectangle(x: ((20 - 2) * 32) - 32, y: ((20 + 2) * 16) - 64, width: animationFrame.width, height: animationFrame.height), vec2f(0), 0.0, RED) | |
endShaderMode() |
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zglEnableStencilTest() | |
glDepthMask(GL_FALSE) | |
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE) | |
var stencilBuffer: array[960 * 540, cuchar] | |
glStencilFunc(GL_EQUAL, 0, 1) | |
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE) | |
glStencilMask(1) | |
glClearStencil(1) | |
glClear(GL_STENCIL_BUFFER_BIT) |
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import math | |
const | |
even = 1 | |
odd = -1 | |
hexDirections = @[(1, 0, -1), (1, -1, 0), (0, -1, 1), (-1, 0, 1), (-1, 1, 0), (0, 1, -1)] | |
hexDiagonals = @[(2, -1, -1), (1, -2, 1), (-1, -1, 2), (-2, 1, 1), (-1, 2, -1), (1, 1, -2)] | |
type | |
Point = tuple[x,y: float] |